From the last month I only see one challenge, that seems to be too niche and vague at the same time. The description never defines what sort of posts are expected in a “fallout challenge”. Now, you did state that it must pertain to the storyline, but it still seems kind of vague to me.
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I mentioned that the challenge was niche, which can be good or bad for challenge performance. In this case it is bad. A challenge that is hyper-specific forces designers to work within a very narrow range of designs. Instead of a fallout challenge, perhaps reframe the challenge in more general terms. Perhaps pose a challenge with a post-nuclear-apocalyptic spin - that would be a very similar challenge with more wiggle room for participants.
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Hope this helps.
@Aarons123 No problem! To change the direction of the bidirectional delay, we invert some of the functions: Bool * floor(smooth(clamp01(Bool), Bool ? 1 / delayTime : pow(10,10) ))
. Where: Bool = a boolean input. For example, an activation group (Activate1) delayTime = your delay time (seconds)
.
This delay behaves the way that you would expect a delay to behave. It looks the way it does to allow the smooth function to behave as we want it to.
You use a modified version of something that I call a bidirectional delay function: ceil(smooth(clamp01(Bool), Bool ? pow(10, 10) : 1 / delayTime ))
. Where: Bool = a boolean input. For example, an activation group (Activate1) delayTime = your delay time (seconds)
.
This code is the inverse of what I am used to doing, so I'm not sure if it will be right. Let me know if it works. If not, I can edit it as needed. @Aarons123 @jamesPLANESii
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Edit: The first bool was removed as it messed up the delay.
@Jhon5O4 Of course! Be sure to use the successor system, and give credit to me in the description. These types of crediting practices are standard in the SP community. With credit, the mods won’t remove a repaint :).
I’m not sure what the key is for Mac, but you can find it in the controls menu. You will want to open the console (the hotkey can be found in your controls), and type the following commands: debugExpression “latitude” debugExpression “Longitude”
@ThomasRoderick hmm. Maybe we should try a different code structure. I'm somewhat skeptical of that sum function. We can have the parachute activate when all groups but 8 are activated with logical operators. Perhaps this: Activate1 & Activate2 & Activate3 & Activate4 & Activate5 & Activate6 & Activate7 & (-1 * Activate8)
Not sure if this will work, but who knows.
@PrinceZuko I posted a version of the AXIS system before this build. As for the LUNA system, you can use the technical documentation to code the thrusters as needed.
@TheChosenOne Each thruster is designed to fire in the opposite direction of the aircraft’s rotation. This counteraction of rotation makes the aircraft stable.
@QuantausAviation The system on Orbis is the simplest version of that system. Feel free to take it from the build - just be sure to give appropriate credit!
Nice to see that the pot hasn’t been stirred too much here. I expected otherwise. I did see one of your comments about research that indicates no disproportionate use of lethal force - can you tell me what study/article you looked at to reach this conclusion? It seems like we have conflicting data here, and I’d like to get your perspective. Feel free to respond via an unlisted post if you wish. I’d say that we are both mature enough to discuss these topics, but that does not apply to the rest of the community. If you don’t want to have a conversation atm, that’s cool too.
@MercuryCorporation Go for it! Feel free to rip the engine out of Edo-45 and save it to your subassemblies. Please not that, with any upload that involves this specific engine design (mainly the Funky Trees that I used), I do appreciate credit where appropriate.
@PETG Sounds good. The line of code shouldn’t be too hard for me to craft. One last question: with what frequency does the magnet turn off and on? In other words, how long does it stay off (or on) before it alternates?
@PETG Do you want it to alternate indefinitely? Or do you want it to alternate when you use an activation group. In other words, should the magnet activate over-and-over when you press an activation group, or should it unconditionally alternate betweeen 1 and 0?
Nice first build. Also thanks for the free advertisement on my map lol. If you don't mind me asking, how did you make those logos? They all look great!
Thrust vectoring code to zero your pitch rate might be useful post-stall. I think I have the some form of the code documented in a recent upload of mine, Orbidyn-L. It can also be applied to roll too - integration might be tricky though.
@Jaxonrox99 Ty! My next build is a military helicopter. I am making some good progress, though the upload date will probably be delayed by the nether update haha
@Axartar For your first question, you would use a clamp function, such as clamp01(Pitch). That way, you will only pitch one way.
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As for your second question, it would be a lot of and (&) statements.
@PenguinPlanes I don’t really have any rules or procedures for detailing, though i can give some general advice.
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Functional details are nice. If you need a countermeasure dispenser, for example, then place it accordingly and make it look like a detail. If your design would have any doors, vents, sensor array, lights, etc, then add them!
.
Purely cosmetic details are also nice. Panel lines are quite popular. With these kinds of details though, you will need a lot of trial and error.
@PenguinPlanes Sounds about right. A gyro can do that, but only on one axis. A device with 3 gyros would be able to hold any angle by countering unwanted rotation.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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Real talk though - this is amazing! Great work.
From the last month I only see one challenge, that seems to be too niche and vague at the same time. The description never defines what sort of posts are expected in a “fallout challenge”. Now, you did state that it must pertain to the storyline, but it still seems kind of vague to me.
.
I mentioned that the challenge was niche, which can be good or bad for challenge performance. In this case it is bad. A challenge that is hyper-specific forces designers to work within a very narrow range of designs. Instead of a fallout challenge, perhaps reframe the challenge in more general terms. Perhaps pose a challenge with a post-nuclear-apocalyptic spin - that would be a very similar challenge with more wiggle room for participants.
.
Hope this helps.
@FLOWRIDER0 Ty!
I don’t work with props too much. What exactly happens with the governor engages? Does the prop reach the designed RPM when the governor engages?
@SnoWFLakE0s Ty!
This posts contains documentation for an upcoming build. If you want me to tag you in the upload, let me know!
Good hot take, but you are wrong. I have to disagree.
Part count is REALLY important for downloads. If you have 300 more parts than usual, expect ~1000 less downloads than usual.
English subtitles would really expand your target audience.
@KnightOfRen When in doubt, add more hidden wings. More lift is probably what you need. Adjust thrust as needed using overload on your engines.
@Aarons123 Thats odd. What do you have set as the activation group? Not as the input, but the activationgroup field.
@Aarons123 Ah, I think my code is a little off. Try removing the first activate2, and see what happens.
@Aarons123 ah! put a clamp01 around the first
Activate2
. That should make the delay work upon deactivation. Hopefully, at least.@Aarons123 Do you need the delay when you activate, or deactivate?
EDIT: wait. next time I should read the entire comment. one sec
@Aarons123 No problem! To change the direction of the bidirectional delay, we invert some of the functions:
Bool
* floor(smooth(clamp01(Bool
),Bool
? 1 /delayTime
: pow(10,10) )).
Where:
Bool
= a boolean input. For example, an activation group (Activate1)delayTime
= your delay time (seconds).
This delay behaves the way that you would expect a delay to behave. It looks the way it does to allow the smooth function to behave as we want it to.
You use a modified version of something that I call a bidirectional delay function:
ceil(smooth(clamp01(
Bool
),Bool
? pow(10, 10) : 1 /delayTime
)).
Where:
Bool
= a boolean input. For example, an activation group (Activate1)delayTime
= your delay time (seconds).
This code is the inverse of what I am used to doing, so I'm not sure if it will be right. Let me know if it works. If not, I can edit it as needed. @Aarons123 @jamesPLANESii
.
Edit: The first bool was removed as it messed up the delay.
How should I perform a polynomial fit for my data given that I do not know what degreee will give me the best least-squares fit?
No problem. Glad I could help!
@Jhon5O4 Of course! Be sure to use the successor system, and give credit to me in the description. These types of crediting practices are standard in the SP community. With credit, the mods won’t remove a repaint :).
@WrongFlyer It should, as long as you enter those commands when the level is loaded.
I’m not sure what the key is for Mac, but you can find it in the controls menu. You will want to open the console (the hotkey can be found in your controls), and type the following commands:
debugExpression “latitude”
debugExpression “Longitude”
You can use your debug window to display coords
@ThomasRoderick hmm. Maybe we should try a different code structure. I'm somewhat skeptical of that sum function. We can have the parachute activate when all groups but 8 are activated with logical operators. Perhaps this:
Activate1 & Activate2 & Activate3 & Activate4 & Activate5 & Activate6 & Activate7 & (-1 * Activate8)
Not sure if this will work, but who knows.
Hmmm. Perhaps replace
-Activate8
with-1 * Activate8
?Thought it was relevant. Sorry if I am out of line here!
@PrinceZuko I posted a version of the AXIS system before this build. As for the LUNA system, you can use the technical documentation to code the thrusters as needed.
@TheChosenOne Each thruster is designed to fire in the opposite direction of the aircraft’s rotation. This counteraction of rotation makes the aircraft stable.
@QuantausAviation The system on Orbis is the simplest version of that system. Feel free to take it from the build - just be sure to give appropriate credit!
Ooh, if you do, please tag me so I don’t miss it!
@50CalChicken Ty!
@FuriousChicken Ty! I lurked a lot before actually creating an account
Nice to see that the pot hasn’t been stirred too much here. I expected otherwise. I did see one of your comments about research that indicates no disproportionate use of lethal force - can you tell me what study/article you looked at to reach this conclusion? It seems like we have conflicting data here, and I’d like to get your perspective. Feel free to respond via an unlisted post if you wish. I’d say that we are both mature enough to discuss these topics, but that does not apply to the rest of the community. If you don’t want to have a conversation atm, that’s cool too.
@MercuryCorporation Go for it! Feel free to rip the engine out of Edo-45 and save it to your subassemblies. Please not that, with any upload that involves this specific engine design (mainly the Funky Trees that I used), I do appreciate credit where appropriate.
@PETG No worries!
@PETG Sounds good. The line of code shouldn’t be too hard for me to craft. One last question: with what frequency does the magnet turn off and on? In other words, how long does it stay off (or on) before it alternates?
@PETG Do you want it to alternate indefinitely? Or do you want it to alternate when you use an activation group. In other words, should the magnet activate over-and-over when you press an activation group, or should it unconditionally alternate betweeen 1 and 0?
@rexzion Hm. This is the only flight system I know other than standard flight with wings.
@rexzion Know how it works? I did an in-depth write up in Ordidyn-L’s Technical Documentation.
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TL:DR - lots of Funky Trees and derivatives.
@Parehare I don’t do replicas. Sorry!
Congrats on the feature and highly-rated upload! I’m glad that I could help with this masterpiece.
Nice first build. Also thanks for the free advertisement on my map lol. If you don't mind me asking, how did you make those logos? They all look great!
Thrust vectoring code to zero your pitch rate might be useful post-stall. I think I have the some form of the code documented in a recent upload of mine, Orbidyn-L. It can also be applied to roll too - integration might be tricky though.
Play another game for a few months haha
Beautiful! The inverted flight mechanic was fun to do. It feels good to have contributed to such a nice plane.
@Jaxonrox99 Ty! My next build is a military helicopter. I am making some good progress, though the upload date will probably be delayed by the nether update haha
A blue box means that the target is an “ally”, so the game won’t let you establish a lock. @MASTERMEMES
@Axartar For your first question, you would use a clamp function, such as clamp01(Pitch). That way, you will only pitch one way.
.
As for your second question, it would be a lot of and (&) statements.
@PenguinPlanes I don’t really have any rules or procedures for detailing, though i can give some general advice.
.
Functional details are nice. If you need a countermeasure dispenser, for example, then place it accordingly and make it look like a detail. If your design would have any doors, vents, sensor array, lights, etc, then add them!
.
Purely cosmetic details are also nice. Panel lines are quite popular. With these kinds of details though, you will need a lot of trial and error.
@PenguinPlanes Sounds about right. A gyro can do that, but only on one axis. A device with 3 gyros would be able to hold any angle by countering unwanted rotation.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
.
Real talk though - this is amazing! Great work.
Inertia stopper, as in a device that kills your angular velocity?